Character collision

Hi guys, i'm having trouble with adding collision detection for my character.Basically what i have is a few walls(created in glut) ,and a character imported from an obj file created in 3ds max. I add bounded boxes to them but here is where i have a problem. When i draw my character, i create a box around him. But even if i move my character the box stays in the same place , even though i call the function every frame. What seems to be the problem , what am i calculating/doing wrong ? I'll post the code below, thank you.

Thank you for your reply, yes i tried that too and it can't be called before drawMo. The problem is that in the pmodel1 pointer, the vertices are the values from the .obj file so they never change, at least that's what i think. I tried with bounding spheres and it works. What i do is i don't even encapsulate the character, i just create the sphere at his position and update its structure according to positionn vector like i do for drawMo . Now i can do the same for the box ( try to estimate the initial min-max) then translate the center(calculated from min-max.x/z/y) and recalculate min-max values, but i don't know how to calculate them if i rotate the box as well. Any advise is greatly appreciated , thanx

You need to apply your transformation local object space -> world space to your AABBOX to have the AABBOX in world space (it's the space where you're compute the interaction with others objects).

So ... i think the method is:
(1) with the local vertices (in .obj) compute a local (object) AABBOX
(2) when you do rendering/physic computations, retrieve the ModelView Matrix (local object -> world space) and transform your 6 vertices of AABBox (local space) with this matrix. (local -> world)
(3) Use this AABBox in World Space to do your job (physic stuffs, collision, intersection, respond collision, etc ...)
(4) for the rendering (of AABBox): use the local AABOX (compute in (1)) and apply the same transformation of your model rendering

I hope i'm understandable ^^
My english is horrible, but it's not the main contribution ;-)